Notes
1. Only Weapon 1 is currently enabled so Primary / Selectable is ignored

Traits
Move Out: +3" movement if the unit does not fire any weapons or enter assault
Scouts: Move 0-6" move after all forces have deployed
Jump Troops: Ignore terrain if moving in a straight line (Infantry only)
Transport:
Tank Hunters: +1 to hit and +1 to assault vs regular/super heavy vehicles
Precise Fire: +1 to hit when unit is stationary
Charge: +1 to Assault if unit initiated the combat (Infantry or Cavalry only)
Melee Weapons: Reroll 1's in the assault (Infantry or Cavalry only)
Guard: When attacked in assault or crush, may fire one weapon system unaimed at the attacker. All shots must be directed at stands in contact
Infest: +1 to Assault and immune to push back while in terrain feature. Neither ability applies outside of terrain features (Infantry only)
Terror: Inflicts n Terror dice on enemies within 8"
Stealth: When fired upon add 1D6 to the range. If this increases the range beyond the weapon system maximum the shot misses automatically (Not Super Heavy or Behemoth)
Active Defences: Receive a 5+ unmodified saving throw against weapon hits if not in cover. Does not apply if on cover or in assault
Tactical Deployment: +1 to regrouping rols when in Reserve
Inspiration: When units with 2" fail a morale test, the stand may issue a "Follow Me" order as if it was a Command stand
Stubborn: Not subject to push back
Horde: The unit is subject to Horde Morale
Heavy: Must be stationary to fire
Indirect: May fire over terrain features and units
Frag: Save modifier always -1 vs infantry, field gun, cavalry or light vehicle targets
Burst: Roll once to hit. If a hit is scored, the target unit takes 3 hits
Flame: Hit one target in range on 3+. If the initial shot hits, roll 3+ to hit each stand within 1” of the target stand as well.
Repeating Fire: Every 6 rolled to hit allows an additional shot to be fired
Aim: +1 to hit rolls